Easthaven

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Jun 24, 2019 4:41 pm
Morrugh shakes his head. "I am sure they have already engaged... And I do not know if I will return in time. I was to warn you that this undead army may soon be on you here."

He looks at Zenithral and changes to Common. "The one called Saki is with our people. She said to tell you to... to trust in Ilmater." He garbles the deity’s name somewhat, but it is understandable. "She said he will not abandon you in your time of need."

The orc takes a deep breath and begins to run back out of town.
Jun 24, 2019 7:53 pm
"Thank you," Zenithral says to Morrugh. He turns to Halla and Ras. "Could one of you deliver Alalla's orders? Perhaps as a giant eagle and take Morrugh with you? We can't suffer these losses..." He looks to Alalla for confirmation.
Last edited June 24, 2019 7:54 pm
Jun 24, 2019 8:03 pm
Halla puts a hand on Zenithral’s shoulder. "’Twould be a shame for your grandmother to be eaten by a zombie. I will take Morrugh back, and I will make sure that Saki is safe." She steps away to make some room. "But then I will come back!"

She glances at Alalla. "I never thought I would take a risk for orcs. Or hope that they would arrive to help us in a time of dire need. At the very least, ‘tis a time for change. Let us hope that things last long enough to change for the better!"

Her form melts into that of a giant bird of prey, and she snatched up Morrugh in her talons and flies off.
Jun 24, 2019 8:05 pm
"Before you go!" Zenithral grabs Halla's hand, the one with the ring on it, and breaths a quick prayer.
OOC:
Zenithral casts Warding Bond
[ +- ] Warding Bond
"Be careful."
Last edited June 24, 2019 8:05 pm
Jun 24, 2019 8:24 pm
Alalla gives Halla and Zenithral and intensely grateful look. In her panic nothing like that had occurred to her.

"They will," she says fervently. Maybe not for us, but for someone. This will matter. It will.
Last edited June 24, 2019 8:25 pm
Jun 24, 2019 8:27 pm
"A dwerf will go as well, these zombies cannot be permitted to reach the tribes."

Gingerly the dwarf climbs onto the eagle form and for a brief moment seems visibly flustered as he struggles to figure out how to not lose his footing. Steadying carefully he nods to everyone that he is ready.

"This one was not meant to leave the comfort of the ground, but he will do what he must to protect his own."
Last edited June 24, 2019 8:29 pm
Jun 24, 2019 8:34 pm
OOC:
Reo’s story continues in the Lac Dinneshere thread.
The ground rumbles, and the pit fiend lets out a ferocious shout that sets the fiends ahead chuckling.

It would seem that time is growing short.
Jun 24, 2019 9:31 pm
Zenithral narrows his eyes. "So it's all come down to this then," His tone has that of his usual inspirational speeches. He casts thaumaturgy to enhance his voice. "Almost poetic. We start in Easthaven and we end in Easthaven. The enemy amasses an army, and we manage to do the same."

"And like poetry, there will be an ending. That ending will mean a new beginning. Whose ending and whose beginning? That depends on us. We can write this story's ending. If you listen closely, you can feel it.

"The rhythm and meter of the cosmos. The tone of the enemy is disillusioned. They seek power and pleasure. Our tone must be valiant. Stalwart. Enduring. Here we fight the Icewind Dale's Last, and like Jerrod of so long ago, we can stop this invasion. We've seen and done the impossible. Rescued some loved ones. And lost others. Let their memories drive you. When you can't go on...let their hearts pick you up. We have servants of the *gods* on our side, the forces of nature united with us, not to mention an army of orcs who have chosen to channel the purpose of their creation to help others."


"We stand!" He holds his bow up to emphasize the word.

"We protect!" He turns towards the enemy army.

"We endure!" His hair bursts alight with radiance.
OOC:
Alalla, Rastix, Reo, Ug, Vincent, and Zenithral gain 18 temporary hit points.
Last edited June 24, 2019 9:32 pm
Jun 25, 2019 1:35 am
The ground rumbles again, longer this time, and now Merodach shouts out a hellish spell. The ground before the heroes’ army cracks a foot wide and sixty feet long, where flames roar up from below to form a wall of fire. The heat is intense enough that the closest tribesmen shy back in fear.
[ +- ] Wall of Fire
Merodach bellows a challenge. "Come if you dare! But the smoke of your corpses will be the last anyone ever sees of you on this plane! None will disturb the Master!"
Jun 25, 2019 1:39 am
Round 1 Player Phase!
OOC:
(Including this stuff from the previous page again, just so we’re all on the right track together)

The battlefield is comprised of several zones: Yellow, Green, Blue, and Red. It takes your movement to get from one zone to the next, and you will likely take some opportunity attacks if you leave a zone with baddies in it. It is possible to move 2 zones by taking the Dash action, though you might take opportunity attacks from both zones that you leave. Each zone spans roughly 30 feet, and the total distance from Yellow to Red is about 120 feet, so sniping across the battlefield to other zones is fair game.

Yellow is where the hero army begins. Intact buildings provide some cover here.

Green is the open ground coming up to the Blue, BUT now there is a wall of fire spell preventing easy passage into the Green. If you run straight in, make a DC 21 Dex save and take 5d8 fire damage, or make the save for half. Just roll the damage yourself! There is no cover, but movement is fairly easy. Anyone with a bonus to movement can move straight from the Yellow into the Blue, though they are likely to take some heat doing so. There are enemy barbarians and barbed devils here making life difficult. The barbarians are standing front rank, with the barbed devils standing behind them a ways in 2 groups.

Blue is the rubble around the Temple from fallen tower blocks smashing ground and buildings. This area is all difficult terrain – meaning you need twice as much movement to get through it as usual. The two hellfire golems are here, though spread out from each other. There are also two erinyes flying about with longbows.

Red is the Temple of Tempus itself and its very close proximity. There is quite a bit of cover here from what’s left of the Temple’s walls. This is where Joril and his five frost giants are taking cover and launching boulders from. They have cover, so unless you have a way around that their AC is 2 higher than usual against ranged attacks. Also, Meradoch the pit fiend has taken to the air here. After entering this zone, you can use your movement to get through the door and down below.

This is all just to sort of set the scene. Let me know what ideas you have to engage with the enemy and we can have a conversation. For example, if anyone wants to try to get around and attack from another direction, they’ll need to be fast or stealthy, or possibly both.
https://i.pinimg.com/originals/c8/5a/8d/c85a8dd182db51e1844d2d365529ddb4.jpg

https://i.pinimg.com/originals/6a/ef/70/6aef703d51b8eb773d49a18ec5c753e1.jpg

https://i.pinimg.com/originals/85/6a/f5/856af555807a4a5a04c46bc070d6f22a.jpg
Jun 25, 2019 1:50 pm
Vincent grabs Al's shoulder and Ug's elbow. "Make them bleed." Vincent tells them, then casts fly on them.

Vincent's Giant Spector runs at the wall of flames, jumps, and dives into the ground. Popping up in front of the barbarians, he begins swinging.

HP:115/115
AC:18


Vincent casts fly on Ug and Al. Spector deals 9 damage to barbarians
Last edited June 25, 2019 3:15 pm

Rolls

Spector attack(disadvantage due to sunlight) - (1d20+4, 1d20+4)

1d20+4 : (13) + 4 = 17

1d20+4 : (19) + 4 = 23

Damage - (3d6)

(612) = 9

Jun 25, 2019 9:57 pm
Ilmadia follows behind Vincent. "Here, Blacksheaf." She holds out her black sword hilt up. "I think you'll make better use of it for now, but I want it back in one piece."

She trades the sword with Alalla's and gives a mock salute before returning to Zenithral's side. The shorter woman looks up at her son and seems about to say something, but thinks better of it. She turns grimly to the oncoming army, and tosses a bolt of fire into the barbarian horde.

Ilmadia does 19 fire damage to the barbarians. Al's rolls are included in this post.

HP: 109/109 + 17 THP
AC: 20
Zone: yellow
Last edited June 26, 2019 5:27 am

Rolls

Attack 1 v Merodach - (1d20+10)

(7) + 10 = 17

Attack 2 - (1d20+10)

(2) + 10 = 12

Attack 3 - (1d20+10)

(13) + 10 = 23

Damage - (2d10+5, 3d8)

2d10+5 : (91) + 5 = 15

3d8 : (562) = 13

Damage reroll - (1d10+14, 1d8+11)

1d10+14 : (10) + 14 = 24

1d8+11 : (6) + 11 = 17

Extra slashing damage - (3d6)

(453) = 12

Fire bolt - (1d20+9)

(4) + 9 = 13

Damage - (3d10)

(874) = 19

Jun 25, 2019 9:58 pm
Ras climbs on Aeri's back and they take to the skies. Gazing down at the army of barbarians, Ras unleashes his fury in the form of a lightning bolt.

Ras casts Lightning Bolt at the barbarians for 26 damage.

HP: 133/133
AC: 19
Zone: in the air above yellow zone
Last edited June 25, 2019 9:58 pm

Rolls

Lightning bolt damage - (8d6)

(21643262) = 26

Jun 26, 2019 4:25 am
Ug feels his body rise slowly in the air and an amused grin forms on his face. He gives a nod to zenithral and then rises high enough so his bar mates can see him. At a command "DRUNK FRIENDS ASSEMBLE!" the alcoholics break into formations.

A trio of musicians begin a playing an awful melody on their instruments, the music is so bad that the hells come to listen and flames form in the air about them in some form of drunken fiery dance.

Another two transform into half wolf, standing on two legs but brutal claws and fangs appear. Though not holding weapons, their bodies crackle with some form of electricity and they stand ready to pounce if given the chance.

An extremely heavy set man mutters in a drunken slur as if taking to himself, heft’s a great sword onto his shoulders almost stumbling under the weight. After more slurred speech the sword begins to glow with some type of radiant light.

A smaller older man turns and darts with surprising speed towards some of the ruins of east haven. His movements blurr and he’s hard to follow but it appears he is looking to free the prisoners of east haven.

A retired pale priest glows with a radiant light as he stands safely in the back.

The final four follow Ug, two brothers knuckle bump each other before downing whiskey flasks at hanging like holsters from their hips. They rise into the air along side Ug and their speed doubles. They pull cross bows from their waists the crackle with electrical charges.

Ug carries another drunk to join them, this one the beefy bouncer. He has his own flasks at his hips but also a massive two handed club attached to his back.

Lastly is Mirek, who’s brother died at the hands of fat yeti. Family heirloom hanging as a pendant around his neck, Mirek sprouts snowy feathered wings from his back and his eyes narrow with keen hawkish perception. With dual icy blades in each hand he flies next to Ug.
Last edited June 26, 2019 4:28 am
Jun 26, 2019 4:34 am
Using dash, Ug, the brothers, and Mirek dart across the skies, Ug carrying the heavy bouncer in his arms. They head straight to the frost giants in the back of the battle. Ug drops the beefy man who lands with a thud. The drunk downs his flasks, seems to grow in size and his eyes turn to flames. He takes a firm stance raising his massive club in front of him stands protectively in front of Ug.
Jun 26, 2019 5:27 am
Alalla hefts the strange black sword briefly, then smiles grimly at Vincent. "Will do." She takes off over the flaming wall and heads straight for the pit fiend, sword at the ready. It takes a moment to get used to fighting in the air, but one strike full of radiance makes its way through his defenses.

Alalla dashes and then uses her action surge. Merodach takes 36 slashing and 17 radiant damage. He must make a strength save or lose his weapon.

HP: 164/164 + 17 THP
AC: 20
Zone: engaging Merodach
Last edited June 26, 2019 5:29 am
Jun 26, 2019 4:39 pm
Got to get rid of that firewall...

He fires at the devil Alalla is engaged with a few radiant arrows. (2 hits; 28 damage to Merodach, then 23 damage)

Those boulders...

He infuses another arrow with shadow and fires at Joril. The arrow soars through the battlefield in a massive arc, curving around the cover. (Joril takes 18 damage and must succeed on a DC 16 Wisdom save or be blinded beyond 5 feet for a round.)

111/111 HP + 18 temp HP
AC 17
Last edited June 26, 2019 4:53 pm

Rolls

Longbow 1 vs Merodach - (1d20+13)

(11) + 13 = 24

Damage - (1d8+22)

(6) + 22 = 28

Longbow 2 vs Joril - (1d20+13)

(17) + 13 = 30

Damage - (1d8+6, 2d6)

1d8+6 : (5) + 6 = 11

2d6 : (61) = 7

Longbow 3 vs Merodach (Sharp) - (1d20+8)

(12) + 8 = 20

Damage - (1d8+16)

(7) + 16 = 23

Jun 26, 2019 7:39 pm
Round 1 Summary

With a spell from Vincent, Alalla and Ug take to the air. With the North’s chill wind on their faces and dawn’s warm rays on their backs they fly forward with great speed, followed by several of Kuldahar’s blood hunters. Below them, fire and blood and screams.

Though a wall of fire separates them, the barbarians of both sides fling javelins and spears through the flames (Badbarians take 169 piercing damage, good spearmen take 35). There are far more spears on the side of the heroes, but the barbed devils support the enemy with hurled infernal flames. These fiends, garbed only in hellish spikes, exude the stench of brimstone with every ball of fire they throw (good spearmen take 111 fire damge). Tansia curses as several spearman near her fall to the flames, but she cannot order the heavy-hitting berserkers forward until the wall of fire is dealt with.

A shadow rises from the ground before the enemy forces. Then it gets bigger. And bigger. The soul of a frost giant, trapped and harnessed by Vincent’s shadow magic, reaches down and drains the life from one of the barbarians.

Ras and Aerihykloarara cast a broad shadow on the ground as they take flight. The silver dragon’s maneuvering is less steady than normal, due to her injured wing, but she roars through the pain and lines Ras up nicely for his lightning bolt straight into the midst of the enemy barbarians (deals lots of damage to the group). A few spears are sent their way, but they barely scratch Aeri’s thick scales hide (Aeri takes 6 damage). With the humans below twitching from the electricity coursing through them, Aerihykloarar dips one wing and banks to the side, then dives to gain some momentum as she passes over the ranks of barbed devils, where she unleashes icy breath in a wide streak (lots of cold damage to the barbed devils, but they resist cold). Several devils succumb to the killing frost, but these are veterans of the Blood War, and toughened against even such devastating power as a dragon’s breath. When dragon and gnome finish their pass, most of the barbed devils rise to continue their flaming barrage.

As Alalla and Ug pass over the enormous hellfire golems, they watch carefully to see if their movement provokes any attacks from the deadly constructs. But the golems remain still, blank expressions focused on the battle at hand. The two erinyes, however, put their deadly bows to work. They pick their targets carefully, and several of their poisoned arrows find their mark (Vince takes 9 piercing and 22 poison and has the poisoned condition, Ras takes 12 piercing and is immune to the rest of the poison, Ug takes 11 piercing and 18 poison and has the poisoned condition).

Ug and his bloodhunters drop low when they reach the ruins of the Temple of Tempus, and they are greeted by a volley of boulders from the frost giants lurking among the rubble there (Ug takes 33 bludgeoning, brother 1 takes 32, and brother 2 takes 25). Joril Frostbeard himself, an imposing figure even for a giant, steps forward to meet the challenge. A brutal swing of the giant chieftain’s axe slams into the burly blood hunter in front, though Joril is forced to frown in puzzlement as the warrior staggers but does not drop (bouncer takes 31 slashing damage). The great giant lines up another blow, but Zenithral’s shadow arrow steals Joril’s sight. He blinks in frustration but cannot clear the blinding magic from his eyes (Joril is blinded beyond 5 feet for 1 round, so some attacks will have advantage against him). One of the other giants rumbles out a prayer, and a protective sphere envelopes Joril (One of the giants casts Shield of Faith on Joril, increasing his AC by 2).

In the air above the frost giants, Alalla soars in like an avenging angel to challenge Merodach. The pit fiend is a powerful, dangerous foe, but Alalla wields a weapon created to destroy just such a monster. Still, it is only when a shining arrow whistles in from afar to pierce the devil’s forearm that she manages to land one radiant blow, and nearly rips its fiery mace free from its grip… But then tragedy strikes as Vincent, the one holding her aloft with his magic, takes a thrown spear to the shoulder (Vince takes 11 damage and fails his con save to concentrate). In his shock he loses his concentration on the fly spell, and Alalla drops. Her fall is broken partway by a section of temple wall still standing, and then she bounces hard down into the rubble among giants and blood hunters (Al takes 12 bludgeoning damage).

The damage is done, however, and the cracked earth before the heroes’ army closes as Merodach reels from the searing light of two deities and loses concentration on its spell. The wall of fire dissipates. The pit fiend’s shout of rage carries over the battlefield, and then it calls on its infernal power to hurl a blossoming fireball into the midst of Tansia’s spearmen, consuming a full score of the warriors there in black and red flames (lots of damage to good spearmen). Only charred husks are left behind when the screams and fires die.

One of the blood hunters nearby, an older man, shakes his head at the steaming mess, for there is little he can do for those dead warriors. He turns instead to Vincent and lays a hand on the warlock’s shoulder, removing the eryinyes’ poison from his body (casts Lesser Restoration on Vince, who is now poison-free).

Two short figures peer out from behind some behind a grounded fishing boat. Jermsy's eyes are wide at the battle ahead, and with a grin whispers a spell and fades from view (Jermsy casts Invisiblity). Natalie does a double-take and then groans. She shakes her head, then seems to talk to her shoulder for a moment. She takes a deep breath and begins casting a spell of her own. Tendrils of green sprout from beneath the feet of the barbed devils, and plants break up through the trampled ice to seize the fiends' arms and legs (Natalie casts Entangle. The 3 barbed devils in group 1 are restrained and granting advantage). Spell completed, the young druid ducks down just before a poisoned arrow whistles over her head.

The two wolf-like blood hunters, literally unable to contain themselves with the wall of fire gone, surge forward alongside Tansia’s berserkers and spearmen, lightning crackling with every loping step.

There are a few of the berserkers who immediately turn back, however, allowing the others to pass on ahead. Before anyone can guess what they are up to, the three charge Tansia and surround the chieftess. Then Hjollsted steps out from their midst and stabs at her with his spear. She ducks away from the weapon just in time, but one of the other berserkers lands a cut across her back (Tansia takes 9 slashing damage). It would seem that the traitor has revealed himself.

Rolls

Merodach str save - (1d20+8)

(12) + 8 = 20

Joril wis save - (1d20+4)

(8) + 4 = 12

javelins vs Vince (2 attacks) - (2d20+5)

(202) + 5 = 27

dmg to Vincent - (1d6+9)

(2) + 9 = 11

Vince concentration save DC 10 - (1d20+2)

(1) + 2 = 3

javelins vs Zen (2 attacks, disadv) - (2d20+5, 2d20+5)

2d20+5 : (318) + 5 = 26

2d20+5 : (319) + 5 = 27

javelins vs Al (2 attacks) - (1d20+5, 1d20+5)

1d20+5 : (20) + 5 = 25

1d20+5 : (3) + 5 = 8

dmg to Al - (1d6+9)

(5) + 9 = 14

javelins vs Aeri (6 attacks) - (6d20+5)

(12147457) + 5 = 54

dmg to Aeri - (1d6+3)

(3) + 3 = 6

dmg to spearmen - (5d6+15)

(22664) + 15 = 35

barbed devils fire dmg to spearmen - (30d6)

(564456641545164331133344624251) = 111

Erin 1 vs Zen, Ras, Vince (1 attack each) - (3d20+7)

(52018) + 7 = 50

dmg to Ras - (1d8+11)

(1) + 11 = 12

dmg to Vince (piercing, poison) - (1d8+3, 3d8)

1d8+3 : (6) + 3 = 9

3d8 : (778) = 22

Vince con save DC 14 vs poison - (1d20+2)

(6) + 2 = 8

Erin 2 vs Al, Ug, Natalie (1 attack each) - (3d20+7)

(693) + 7 = 25

dmg to Ug (piercing, poison) - (1d8+3, 3d8)

1d8+3 : (8) + 3 = 11

3d8 : (738) = 18

Ug con save DC 14 vs poison - (1d20+8)

(4) + 8 = 12

Merodach fireball damage - (8d6)

(35521242) = 24

Joril vs bouncer (2 attacks) - (1d20+11, 1d20+11)

1d20+11 : (2) + 11 = 13

1d20+11 : (14) + 11 = 25

dmg to bouncer - (3d12+11)

(668) + 11 = 31

boulder vs Ug, brother 1, brother 2, mirek (1 each) - (4d20+9)

(1717124) + 9 = 59

dmg to Ug, brothers 1 and 2 - (4d10+6, 4d10+6, 4d10+6)

4d10+6 : (101061) + 6 = 33

4d10+6 : (61064) + 6 = 32

4d10+6 : (4357) + 6 = 25

spearmen dmg to badbarians - (25d6+75)

(3545245551233342561566234) + 75 = 169

Aeri cold breath dmg to barbed devils - (13d8)

(8772431752673) = 62

blood hunter scorching rays dmg vs badbarians - (6d6)

(345166) = 25

Vince 2nd concentration save DC 15 - (1d20+2)

(9) + 2 = 11

fall dmg to Al - (4d6)

(1614) = 12

Merodach concentration saves DC 26, DC 14, DC 11 (3 saves, first 2 with disadv) - (2d20+13, 2d20+13, 1d20+13)

2d20+13 : (159) + 13 = 37

2d20+13 : (919) + 13 = 41

1d20+13 : (1) + 13 = 14

berserkers vs Tansia (2 attacks) - (2d20+6)

(106) + 6 = 22

Hjollsted vs Tansia - (1d20+5)

(1) + 5 = 6

dmg to Tansia - (1d12+4)

(5) + 4 = 9

Jun 27, 2019 12:29 am
Round 2 Player Phase!!
OOC:
LOTS of stuff going on. If I've forgotten something or if you've got any questions, feel free to bring it up in the chat.

Status effect things...
Barbed Devil group 1 - restrained by Entangle and so granting advantage
Joril - blind further than 5 feet, so reach or ranged attacks will have advantage. He also has +2 to his AC.

One of the giants revealed itself as a priest, so now it's marked apart from the others.
https://i.pinimg.com/originals/5d/47/2e/5d472e201e8bd90f63eedef82b12523b.jpg

https://i.pinimg.com/originals/78/fc/91/78fc9161b58b2c621dec842c28fb4cf3.jpg

https://i.pinimg.com/originals/9f/ac/77/9fac77840d6901e0b8e3a2487fe85c63.jpg

https://i.pinimg.com/originals/67/b0/d9/67b0d9ecf1459628f071c001d53c0335.jpg
OOC:
And some details for the good guys...
https://i.pinimg.com/originals/34/22/a9/3422a98ab323e32f9b7087299afee39d.jpg
Jun 27, 2019 12:56 am


Giant priest takes 34 slashing damage. Merodach takes 28 more damage last round, because I forgot how this new sword works.

HP: 164/164 + 6 THP
AC: 20

Ilmadia deals 27 fire damage to the badbarians.

HP: 109/109 + 18 THP
AC: 20
Last edited June 28, 2019 12:09 am

Rolls

Attack v Giant Priest - (1d20+10)

(13) + 10 = 23

Attack 2 v same - (1d20+10)

(19) + 10 = 29

Attack 3 v same - (1d20+10)

(17) + 10 = 27

Damage - (3d10+15)

(973) + 15 = 34

Retcon Merodach damage - (1d10+9, 3d6)

1d10+9 : (6) + 9 = 15

3d6 : (634) = 13

Fire bolt v badbarians - (1d20+9)

(4) + 9 = 13

Damage - (3d10)

(997) = 25

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